--1032070:UR_人造人間16号_アクティブ必殺:ヘルズフラッシュ --sp_effect_b4_00402 --ut0110 fcolor_r = 245; fcolor_g = 245; fcolor_b = 245; --エフェクト(共通) SP_01 = 164149; -- 開幕~最後まで ef_001 SP_01b = 164150; -- 開幕~最後まで ef_001b ------------------------------------------------------ -- テンプレ構文 ------------------------------------------------------ setVisibleUI( 0, 0); changeAnime( 0, 0, 0); changeAnime( 0, 1, 100); setDisp( 0, 0, 0); setDisp( 0, 1, 0); setMoveKey( 0, 0, 0, -5000, 0 ); setMoveKey( 1, 0, 0, -5000, 0 ); setMoveKey( 2, 0, 0, -5000, 0 ); setMoveKey( 3, 0, 0, -5000, 0 ); setMoveKey( 4, 0, 0, -5000, 0 ); setMoveKey( 5, 0, 0, -5000, 0 ); setMoveKey( 6, 0, 0, -5000, 0 ); setScaleKey( 0, 0, 1.6, 1.6 ); setScaleKey( 1, 0, 1.6, 1.6 ); setScaleKey( 2, 0, 1.6, 1.6 ); setScaleKey( 3, 0, 1.6, 1.6 ); setScaleKey( 4, 0, 1.6, 1.6 ); setScaleKey( 5, 0, 1.6, 1.6 ); setScaleKey( 6, 0, 1.6, 1.6 ); setRotateKey( 0, 0, 0 ); setRotateKey( 1, 0, 0 ); setRotateKey( 2, 0, 0 ); setRotateKey( 3, 0, 0 ); setRotateKey( 4, 0, 0 ); setRotateKey( 5, 0, 0 ); setRotateKey( 6, 0, 0 ); setMoveKey( 0, 1, 0, -5000, 0 ); setMoveKey( 1, 1, 0, -5000, 0 ); setMoveKey( 2, 1, 0, -5000, 0 ); setMoveKey( 3, 1, 0, -5000, 0 ); setMoveKey( 4, 1, 0, -5000, 0 ); setMoveKey( 5, 1, 0, -5000, 0 ); setMoveKey( 6, 1, 0, -5000, 0 ); setScaleKey( 0, 1, 1.6, 1.6 ); setScaleKey( 1, 1, 1.6, 1.6 ); setScaleKey( 2, 1, 1.6, 1.6 ); setScaleKey( 3, 1, 1.6, 1.6 ); setScaleKey( 4, 1, 1.6, 1.6 ); setScaleKey( 5, 1, 1.6, 1.6 ); setScaleKey( 6, 1, 1.6, 1.6 ); setRotateKey( 0, 1, 0 ); setRotateKey( 1, 1, 0 ); setRotateKey( 2, 1, 0 ); setRotateKey( 3, 1, 0 ); setRotateKey( 4, 1, 0 ); setRotateKey( 5, 1, 0 ); setRotateKey( 6, 1, 0 ); ENABLE_AUTO_TIME_STRETCH(0.9); OFFSET_X = -1; if (_IS_PLAYER_SIDE_ == 1) then if (_IS_SKIP_ == 1) then spep_0 = 0;---記載するspepの数に要注意 if(_IS_DODGE_ == 1) then skipFrame(0, spep_0 + 150 -13); -- スキップかつ回避された時のスキップ先フレーム指定 else skipFrame(0, spep_0 + 770 -1); -- スキップ先フレーム指定 --溜め SE032 = playSeVer2( spep_0 + 770, 1249, "",spep_0 + 912, 12, 24, -1); setSeVolumeByWorkId( spep_0 + 770, SE032, 60 ); setStartTimeMs( SE032, 267 ); SE033 = playSeVer2( spep_0 + 770, 1158, "",spep_0 + 912, 0, 20, -1); setSeVolumeByWorkId( spep_0 + 770, SE033, 62 ); --「ヘルズフラッシュ!!!!」 playVoice( spep_0 + 770, 1100 ); setVoiceVolume( spep_0 + 770, 1100, 100 ); end else end ------------------------------------------------------------------------------------------------------------ --味方側 ------------------------------------------------------------------------------------------------------------ spep_0 = 0; ------------------------------------------------- -- 開幕~最後まで ------------------------------------------------- MAX_FRAME_0 = 1210; -- ** エフェクト等 ** -- start_f = entryEffect( spep_0 + 0, SP_01, 0x100, -1, 0, 0, 0); -- 開幕~最後まで(ef_001) setEffMoveKey( spep_0 + 0, start_f, 0, 0 , 0); setEffMoveKey( spep_0 + MAX_FRAME_0, start_f, 0, 0 , 0); setEffScaleKey( spep_0 + 0, start_f, 1.0, 1.0); setEffScaleKey( spep_0 + MAX_FRAME_0, start_f, 1.0, 1.0); setEffRotateKey( spep_0 + 0, start_f, 0); setEffRotateKey( spep_0 + MAX_FRAME_0, start_f, 0); setEffAlphaKey( spep_0 + 0, start_f, 255); setEffAlphaKey( spep_0 + MAX_FRAME_0, start_f, 255); start_b = entryEffect( spep_0 + 0, SP_01b, 0x80, -1, 0, 0, 0); -- 開幕~最後まで(ef_001b) setEffMoveKey( spep_0 + 0, start_b, 0, 0 , 0); setEffMoveKey( spep_0 + MAX_FRAME_0, start_b, 0, 0 , 0); setEffScaleKey( spep_0 + 0, start_b, 1.0, 1.0); setEffScaleKey( spep_0 + MAX_FRAME_0, start_b, 1.0, 1.0); setEffRotateKey( spep_0 + 0, start_b, 0); setEffRotateKey( spep_0 + MAX_FRAME_0, start_b, 0); setEffAlphaKey( spep_0 + 0, start_b, 255); setEffAlphaKey( spep_0 + MAX_FRAME_0, start_b, 255); -- ** 黒背景 ** -- entryFadeBg( spep_0 + 0, 0, MAX_FRAME_0 +2, 0, 0, 0, 0, 255); --黒 背景 -- ** 敵キャラクター ** -- --敵の動き1 setDisp( spep_0 + 158 + OFFSET_X, 1, 1 ); setDisp( spep_0 + 172 + OFFSET_X, 1, 0 ); changeAnime( spep_0 + 158 + OFFSET_X, 1, 118 ); changeAnime( spep_0 + 168 + OFFSET_X, 1, 106 ); setMoveKey( spep_0 + 158 + OFFSET_X, 1, 173.5, -223.5 , 0 ); setMoveKey( spep_0 + 159 + OFFSET_X, 1, 173.5, -223.5 , 0 ); setMoveKey( spep_0 + 160 + OFFSET_X, 1, 168.6, -218.6 , 0 ); setMoveKey( spep_0 + 161 + OFFSET_X, 1, 168.6, -218.6 , 0 ); setMoveKey( spep_0 + 162 + OFFSET_X, 1, 171, -218.6 , 0 ); setMoveKey( spep_0 + 163 + OFFSET_X, 1, 171, -218.6 , 0 ); setMoveKey( spep_0 + 164 + OFFSET_X, 1, 175.9, -216.1 , 0 ); setMoveKey( spep_0 + 165 + OFFSET_X, 1, 175.9, -216.1 , 0 ); setMoveKey( spep_0 + 166 + OFFSET_X, 1, 171, -218.6 , 0 ); setMoveKey( spep_0 + 167 + OFFSET_X, 1, 171, -218.6 , 0 ); setMoveKey( spep_0 + 168 + OFFSET_X, 1, 107.2, -379.2 , 0 ); setMoveKey( spep_0 + 169 + OFFSET_X, 1, 107.2, -379.2 , 0 ); setMoveKey( spep_0 + 170 + OFFSET_X, 1, 107.2, -371.9 , 0 ); setMoveKey( spep_0 + 172 + OFFSET_X, 1, 107.2, -371.9 , 0 ); setScaleKey( spep_0 + 158 + OFFSET_X, 1, 3.5, 3.5 ); setScaleKey( spep_0 + 167 + OFFSET_X, 1, 3.5, 3.5 ); setScaleKey( spep_0 + 168 + OFFSET_X, 1, 3.39, 3.39 ); setScaleKey( spep_0 + 172 + OFFSET_X, 1, 3.39, 3.39 ); setRotateKey( spep_0 + 158 + OFFSET_X, 1, 0 ); setRotateKey( spep_0 + 167 + OFFSET_X, 1, 0 ); setRotateKey( spep_0 + 168 + OFFSET_X, 1, -44.6 ); setRotateKey( spep_0 + 172 + OFFSET_X, 1, -44.6 ); --敵の動き2 setDisp( spep_0 + 178 + OFFSET_X, 1, 1 ); setDisp( spep_0 + 186 + OFFSET_X, 1, 0 ); changeAnime( spep_0 + 178 + OFFSET_X, 1, 107 ); setMoveKey( spep_0 + 178 + OFFSET_X, 1, 153.2, -472.1 , 0 ); setMoveKey( spep_0 + 179 + OFFSET_X, 1, 153.2, -472.1 , 0 ); setMoveKey( spep_0 + 180 + OFFSET_X, 1, 198.8, -575.7 , 0 ); setMoveKey( spep_0 + 181 + OFFSET_X, 1, 198.8, -575.7 , 0 ); setMoveKey( spep_0 + 182 + OFFSET_X, 1, 239.5, -681.8 , 0 ); setMoveKey( spep_0 + 183 + OFFSET_X, 1, 239.5, -681.8 , 0 ); setMoveKey( spep_0 + 184 + OFFSET_X, 1, 285.1, -785.4 , 0 ); setMoveKey( spep_0 + 186 + OFFSET_X, 1, 285.1, -785.4 , 0 ); setScaleKey( spep_0 + 178 + OFFSET_X, 1, 1.46, 1.46 ); setScaleKey( spep_0 + 186 + OFFSET_X, 1, 1.46, 1.46 ); setRotateKey( spep_0 + 178 + OFFSET_X, 1, 46.6 ); setRotateKey( spep_0 + 186 + OFFSET_X, 1, 46.6 ); --敵の動き3 setDisp( spep_0 + 252 + OFFSET_X, 1, 1 ); setDisp( spep_0 + 316 + OFFSET_X, 1, 0 ); changeAnime( spep_0 + 252 + OFFSET_X, 1, 106 ); setMoveKey( spep_0 + 252 + OFFSET_X, 1, 17.8, -36.4 , 0 ); setMoveKey( spep_0 + 297 + OFFSET_X, 1, 17.8, -36.4 , 0 ); setMoveKey( spep_0 + 298 + OFFSET_X, 1, 17.5, -36.2 , 0 ); setMoveKey( spep_0 + 303 + OFFSET_X, 1, 17.5, -36.2 , 0 ); setMoveKey( spep_0 + 304 + OFFSET_X, 1, 17.5, -31.3 , 0 ); setMoveKey( spep_0 + 307 + OFFSET_X, 1, 17.5, -31.3 , 0 ); setMoveKey( spep_0 + 308 + OFFSET_X, 1, 17.5, -8.1 , 0 ); setMoveKey( spep_0 + 313 + OFFSET_X, 1, 17.5, -8.1 , 0 ); setMoveKey( spep_0 + 314 + OFFSET_X, 1, 17.5, -3 , 0 ); setMoveKey( spep_0 + 316 + OFFSET_X, 1, 17.5, -3 , 0 ); setScaleKey( spep_0 + 252 + OFFSET_X, 1, 1.95, 1.95 ); setScaleKey( spep_0 + 316 + OFFSET_X, 1, 1.95, 1.95 ); setRotateKey( spep_0 + 252 + OFFSET_X, 1, 31.2 ); setRotateKey( spep_0 + 297 + OFFSET_X, 1, 31.2 ); setRotateKey( spep_0 + 298 + OFFSET_X, 1, 33.2 ); setRotateKey( spep_0 + 316 + OFFSET_X, 1, 33.2 ); --敵の動き4 setDisp( spep_0 + 500 + OFFSET_X, 1, 1 ); setDisp( spep_0 + 512 + OFFSET_X, 1, 0 ); changeAnime( spep_0 + 500 + OFFSET_X, 1, 6 ); setMoveKey( spep_0 + 500 + OFFSET_X, 1, -161.6, 499.5 , 0 ); setMoveKey( spep_0 + 501 + OFFSET_X, 1, -161.6, 499.5 , 0 ); setMoveKey( spep_0 + 502 + OFFSET_X, 1, -108.2, 382.4 , 0 ); setMoveKey( spep_0 + 503 + OFFSET_X, 1, -108.2, 382.4 , 0 ); setMoveKey( spep_0 + 504 + OFFSET_X, 1, -131.8, 75.9 , 0 ); setMoveKey( spep_0 + 505 + OFFSET_X, 1, -131.8, 75.9 , 0 ); setMoveKey( spep_0 + 506 + OFFSET_X, 1, -96.1, -209.7 , 0 ); setMoveKey( spep_0 + 507 + OFFSET_X, 1, -96.1, -209.7 , 0 ); setMoveKey( spep_0 + 508 + OFFSET_X, 1, -96.1, -493.9 , 0 ); setMoveKey( spep_0 + 509 + OFFSET_X, 1, -96.1, -493.9 , 0 ); setMoveKey( spep_0 + 510 + OFFSET_X, 1, -96.1, -825.2 , 0 ); setMoveKey( spep_0 + 512 + OFFSET_X, 1, -96.1, -825.2 , 0 ); setScaleKey( spep_0 + 500 + OFFSET_X, 1, 5.11, 5.11 ); setScaleKey( spep_0 + 512 + OFFSET_X, 1, 5.11, 5.11 ); setRotateKey( spep_0 + 500 + OFFSET_X, 1, -38.9 ); setRotateKey( spep_0 + 503 + OFFSET_X, 1, -38.9 ); setRotateKey( spep_0 + 504 + OFFSET_X, 1, -14.5 ); setRotateKey( spep_0 + 512 + OFFSET_X, 1, -14.5 ); -- ** 音 ** -- --環境音 SE001 = playSeVer2( spep_0 + 0, 1269, "",spep_0 + 594, 0, 52, -1); setSeVolumeByWorkId( spep_0 + 0, SE001, 25 ); --セリフカットイン SE002 = playSeVer2( spep_0 + 0, 1018, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_0 + 0, SE002, 63 ); --構える SE003 = playSeVer2( spep_0 + 74, 1116, "",spep_0 + 116, 0, 18, -1); SE004 = playSeVer2( spep_0 + 98, 1208, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_0 + 98, SE004, 56 ); SE005 = playSeVer2( spep_0 + 98, 1192, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_0 + 98, SE005, 170 ); SE030 = playSeVer2( spep_0 + 708, 12, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_0 + 708, SE030, 67 ); SE031 = playSeVer2( spep_0 + 708, 1237, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_0 + 708, SE031, 73 ); --飛び込む SE006 = playSeVer2( spep_0 + 132, 1182, "", 0, 0, 0, -1); SE007 = playSeVer2( spep_0 + 132, 1008, "", 0, 0, 0, -1); SE008 = playSeVer2( spep_0 + 136, 1117, "", 0, 0, 0, -1); -- ** ボイス ** -- --「おまえを破壊する」 playVoice( spep_0 + 0, 1098 ); setVoiceVolume( spep_0 + 0, 1098, 126 ); ----------------------------- -- 回避 ----------------------------- if(_IS_DODGE_ == 1) then SP_dodge = spep_0 + 150; --エンドフェイズのフレーム数を置き換える playSe( SP_dodge - 12, 1042); stopSe( SP_dodge - 12, SE001, 0); stopSe( SP_dodge - 12, SE006, 0); stopSe( SP_dodge - 12, SE007, 0); stopSe( SP_dodge - 12, SE008, 0); pauseAll( SP_dodge, 67); speff = entryEffectUnpausable( SP_dodge-12, 1504, 0x100, -1, 0, 0, -350); -- eff_005 (カットイン) setEffReplaceTexture( speff, 3, 6); -- カットイン差し替え kaihi = entryEffectUnpausable( SP_dodge, 1575, 0x100, -1, 0, 0, 350); -- 回避の文字表示 entryFade(SP_dodge+5, 4, 7, 4, fcolor_r, fcolor_g, fcolor_b, 255); -- white fade endPhase(SP_dodge+10); do return end else end ----------------------------- --回避しなかった場合 ----------------------------- -- ** 音 ** -- --殴り飛ばす SE009 = playSeVer2( spep_0 + 160, 1009, "", 0, 0, 0, -1); SE010 = playSeVer2( spep_0 + 160, 1153, "", 0, 0, 0, -1); SE011 = playSeVer2( spep_0 + 160, 1120, "", 0, 0, 0, -1); SE012 = playSeVer2( spep_0 + 166, 1110, "", 0, 0, 0, -1); SE013 = playSeVer2( spep_0 + 172, 1159, "",spep_0 + 402, 0, 164, -1); --着地 SE014 = playSeVer2( spep_0 + 254, 1192, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_0 + 254, SE014, 116 ); SE015 = playSeVer2( spep_0 + 254, 1108, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_0 + 254, SE015, 182 ); SE016 = playSeVer2( spep_0 + 264, 1106, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_0 + 264, SE016, 168 ); --敵つかむ SE017 = playSeVer2( spep_0 + 274, 1006, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_0 + 274, SE017, 78 ); --持ち上げる SE018 = playSeVer2( spep_0 + 328, 1189, "", 0, 0, 0, -1); SE019 = playSeVer2( spep_0 + 332, 1004, "", 0, 0, 0, -1); SE020 = playSeVer2( spep_0 + 332, 1116, "",spep_0 + 380, 0, 22, -1); SE021 = playSeVer2( spep_0 + 334, 1041, "",spep_0 + 358, 0, 10, -1); --顔アップ SE022 = playSeVer2( spep_0 + 406, 1264, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_0 + 406, SE022, 58 ); --叩きつける SE023 = playSeVer2( spep_0 + 506, 1067, "", 0, 0, 0, -1); SE024 = playSeVer2( spep_0 + 506, 1159, "", 0, 0, 0, -1); SE025 = playSeVer2( spep_0 + 506, 1168, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_0 + 506, SE025, 63 ); --腕外す SE026 = playSeVer2( spep_0 + 650, 1013, "", 0, 0, 0, -1); SE027 = playSeVer2( spep_0 + 650, 6, "",spep_0 + 672, 0, 10, -1); setSeVolumeByWorkId( spep_0 + 650, SE027, 68 ); SE028 = playSeVer2( spep_0 + 650, 1389, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_0 + 650, SE028, 168 ); SE029 = playSeVer2( spep_0 + 658, 1001, "",spep_0 + 684, 0, 12, -1); setSeVolumeByWorkId( spep_0 + 658, SE029, 80 ); --溜め SE032 = playSeVer2( spep_0 + 740, 1249, "",spep_0 + 912, 12, 24, -1); setSeVolumeByWorkId( spep_0 + 740, SE032, 60 ); setStartTimeMs( SE032, 267 ); SE033 = playSeVer2( spep_0 + 724, 1158, "",spep_0 + 912, 0, 20, -1); setSeVolumeByWorkId( spep_0 + 724, SE033, 62 ); --ヘルズフラッシュ発射 SE034 = playSeVer2( spep_0 + 888, 1022, "", 0, 0, 0, -1); SE035 = playSeVer2( spep_0 + 888, 1024, "", 0, 0, 0, -1); SE036 = playSeVer2( spep_0 + 888, 1193, "",spep_0 + 1006, 0, 74, -1); SE037 = playSeVer2( spep_0 + 902, 1161, "",spep_0 + 1084, 0, 70, -1); --地響き SE038 = playSeVer2( spep_0 + 928, 1226, "", 0, 0, 0, -1); --爆発 SE039 = playSeVer2( spep_0 + 1010, 1069, "", 0, 0, 0, -1); SE040 = playSeVer2( spep_0 + 1022, 1068, "", 0, 0, 0, -1); SE041 = playSeVer2( spep_0 + 1024, 1128, "", 0, 0, 0, -1); setPitch( spep_0 + 1028, SE041, -1200 ); setTimeStretch( SE041, 0.2, 30, 4 ); --光溢れる SE042 = playSeVer2( spep_0 + 1096, 1185, "", 0, 0, 0, -1); SE043 = playSeVer2( spep_0 + 1096, 1302, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_0 + 1096, SE043, 51 ); SE044 = playSeVer2( spep_0 + 1096, 1305, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_0 + 1096, SE044, 136 ); SE045 = playSeVer2( spep_0 + 1114, 1306, "", 0, 0, 0, -1); SE046 = playSeVer2( spep_0 + 1130, 1302, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_0 + 1130, SE046, 58 ); setPitch( spep_0 + 1130, SE046, -300 ); setTimeStretch( SE046, 0.8, 30, 4 ); -- ** ボイス ** -- --「だああああーーっ!!!!」 playVoice( spep_0 + 388, 1099 ); setVoiceVolume( spep_0 + 388, 1099, 126 ); --「ヘルズフラッシュ!!!!」 playVoice( spep_0 + 746, 1100 ); setVoiceVolume( spep_0 + 746, 1100, 126 ); -- ** おわり ** -- hideKoScreen(); dealDamage( spep_0 + 1100); -- ダメージ表示フレーム endPhase( spep_0 + MAX_FRAME_0 ); -- 1210F(KO時 1392F) else end